SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 60

Tianmou ‘Jayden’ Zhang Level Design « Controlling Player Tension with DDA Encounter Design I often wonder how to best design an inspiration of the DDA system used in Traditionally, encounter designers control to control Uncertainty and Emotional encounter experience for different players. the design of every enemy and their behaviors in combat. However, we can’t assume that the players’ skill levels are on par with each other. According to the Flow theory, players with different skill Significance and their impact upon player tension. They are both key components of a tension situation, according to L, Moritz and K, Stephan. levels might have varying experiences With this project, I was able to breakdown Thus, this project attempted to implement and solve them, thus building up a strong when faced with the same challenge level. Dynamic Difficulty Adjustment (DDA) into the process of encounter design to create a similar experience for players with different skill levels. It took me 210+ hours to finish this project. I was able to implement a DDA system into The Divinity: Original Sin 2 Definitive Edition. Valve’s “Hamlet” DDA system used in the Half-Life series was the initial 60 this project. I designed the DDA system LEVEL DESIGN a complex problem into small chunks understanding of the DDA system as well as how to control player tension with actual mechanics. I think this project is useful for the industry, as it offers a way to create a universal singleplayer experience for players with different skill levels rather than having a “difficulty selection” mode.